The Ice Climbers rank 16th out of 41 on the officialtier list, placed toward the bottom of the A- tier and a distant drop from their placements in Melee and Brawl, where their positions were 7th out of 26 and 2nd out of 38, respectively. Their placement on the tier list is largely due to their volatile matchup spread, as Project M's expanded cast has provided them with more troublesome matchups than Melee or Brawl despite the Ice Climbers' expanded neutral and punish options.

Ice Climbers is a duo consisting of the characters Popo and Nana. The player, in half of the retained Brawl costumes plus the alternate costume, controls Popo, and Nana will copy the player's movements under normal circumstances, and vice versa for the retained other half of the costumes. In Project M, the Ice Climbers can no longer perform most of their infamous grab infinites, but are compensated with buffed recovery options and better options in neutral. Ice Climbers are capable of dealing substantial amounts of damage; The partner will copy the player's move and has the same damage output, effectively doubling their damage output while both Climbers are alive if both attacks hit.

However, one of the Ice Climbers' biggest strengths is also their biggest weakness. A lot of their attacks are a lot better when both Popo and Nana are present, so if one of them is KO'd, the player's options are limited. A notable example, and their biggest disadvantage Ice Climbers has after the partner is defeated is the poor recovery offstage; Belay only gives a small fraction of the height the move normally gains, and although Squall Hammer can travel a fair distance, its hitbox doesn't compensate for edgehoggers.

The Ice Climbers have been modified to focus more on desynching and standard combat rather than on their grab infinites from Brawl and Melee. This is an overall nerf as wobbling and grab infinites previously contributed to their success at a competitive scene. Nevertheless, their arsenal of grab combos and mixups have been greatly expanded, and the Ice Climbers still benefit greatly from chaingrabbing, as seen here. To compensate, however, they have both been made slightly more competent at fighting on their own, without the aid of their partner.

Brawl's desynching methods are retained, albeit nerfed from their original functionality. This greatly improves their approach options and their offensive game.

They also retain most of their Melee desynch methods, including sidestep and roll desynchs.

In addition, they possess several new desyncs unique to PM for a more diverse kit.

Both Climbers' can occupy the same ledge, a trait carried over from Brawl.

The AI-controlled partner is much more efficient at recovering when alone, allowing them to live longer horizontally.

The AI-controlled partner will also now always perform an up throw while in the middle of the stage and throw away from the stage when near edges, allowing for consistent follow-ups when the partner lands a grab.

Most hammer attacks have had their hitboxes resized and/or moved to reach the end of their hammers.

Note: The damage is based off one Ice Climber, due to both of them having the same damage output.

Name

Damage

Description

Neutral attack

2%

Each Ice Climber does a horizontal swipe with their hammers followed by an upward swing.

4%

Forward tilt

8%

Each Ice Climber does a side swing with their hammer, covering a long reach. This move can also be aimed up or down.

Up tilt

1% (hits 1-7), 3% (hit 8)

Each Ice Climber spins their hammer above their heads numerous times, dealing multiple hits. A good finisher when both Ice Climbers are present.

Down tilt

5%

Each Ice Climber swings their hammers low across the ground.

Dash attack

9%

Each Ice Climber sweeps upwards with their hammer while coming to a stop, launching the opponents upwards.

Forward smash

14% (hammer), 10% (arm)

Each Ice Climber lifts their hammers over their heads, then smashes them straight down. A good finisher when both Ice Climbers are present.

Up smash

11%

Each Ice Climber does an overhead swing with their hammers.

Down smash

12%

Each Ice Climber fully sweeps the ground around them with their hammers.

Neutral aerial

8%

Each Ice Climber spins around their hammer, hitting anyone near.

Forward aerial

13% (hammer), 11% (handle), 12% (body)

Each Ice Climber holds their hammers up, then bring them down in a similar fashion to their forward smash. Spikes opponents who comes in contact with the handle, but is often hard to maneuver when both Ice Climbers are present. Overall an excellent finisher, especially with both Ice Climbers present. Often used as a finisher out of forward-throw near the ledge.

Back aerial

12% (hammer), 11% (handle)

Each Ice Climber performs a backwards swing with their hammers.

Up aerial

9% (clean), 7% (late)

Each Ice Climber thrusts their hammer upwards. Acts similarly to their up tilt, but with only one hitbox per Ice Climber.

Down aerial

9%

Each Ice Climber holds their hammers below themselves and fall downwards. The attack overall lasts for a long duration and has some landing lag (though L-cancelling helps).

Grab

—

One Ice Climber grabs the opponent.

Pummel

2%

The grabbing Ice Climber hits the opponent with a headbutt, whereas the player has some control over the partner while pummeling.

Forward throw

6% (hit 1), 5% (throw)

The grabbing Ice Climber hits the opponent forward with a hammer swing.

Back throw

7%

The grabbing Ice Climber flings the opponent behind with one hand.

Up throw

6% (hit 1), 5% (throw)

The grabbing Ice Climber throws their opponent upwards, hitting them with an overhead hammer swing.

Down throw

6%

The grabbing Ice Climber spins once then throws the opponent onto the ground.

Floor attack (front)

6%

Each Ice Climber gets up and spins their hammers.

Floor attack (back)

6%

Each Ice Climber gets up and swipes their hammers on both sides.

Floor attack (trip)

5%

Each Ice Climber gets up and spins around, hitting with their hammers.

Edge attack (fast)

8% (hammer), 6% (body)

Each Ice Climber quickly climbs up and slams their hammers on the ground.

Each Ice Climber fires a block of ice that travel along the ground, bouncing off walls. The icicle melts and loses power over time. The Ice Climbers will gain a slight boost upwards when used in midair. The icicle can also fly through the air, making it a useful tool to gimp opponents and force high recoveries.

Both Ice Climbers spin around together while moving along the ground with their hammers extended. This move can also be used as a recovery move by mashing the B button, which can cover more horizontal and vertical distance, but gains more distance when both Ice Climbers are present. Because both Climbers exit this move on the same frame, it is possible to desync the AI-controlled partner when grounded during the move's endlag.

The leading Ice Climber throws the partner in the air with a rope. The partner then pulls the leader upwards, covering great vertical distance. If there is a nearby edge, the partner will target it, leading to a safe recovery for both Ice Climbers. If there is only one Climber present when performing this move, they will get a small hop, then fall into helplessness. Difficult to challenge from above because of invincibility on AI-controlled partner, but susceptible to gimps if the opponent can hit Popo during startup.

Each Ice Climber blows icy wind from their hands, damaging nearby opponents. When the move is used on the ground, the partner will shoot in the direction opposite of the leader. This move is mostly used as a tool to control space in neutral and stuff approaches.